nrf5/examples: Adding 2048 game using OLED SSD1306 128x64 display and analog joystick.
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nrf5/examples/game2048.py
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nrf5/examples/game2048.py
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# This file is part of the Micro Python project, http://micropython.org/
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#
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# The MIT License (MIT)
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#
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# Copyright (c) 2017 Glenn Ruben Bakke
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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'''
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Usage:
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from game2048 import Game
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g = Game()
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g.start()
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'''
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from machine import ADC
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from machine import Pin, SPI
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from display import SSD1306
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import draw
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import time
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font_128 = [
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" x xx xx",
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" xx x x x x",
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"x x x x x",
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" x x xx",
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" x x x x",
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" x x x x",
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" xxx xxxx xx"
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]
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font_256 = [
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" xx xxxx xx",
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"x x x x x",
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" x xxx x ",
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" x x xxxx",
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" x x x x",
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"x x x x",
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"xxxx xxx xx"
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]
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font_512 = [
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"xxxx x xx",
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"x xx x x",
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"xxx x x x",
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" x x x",
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" x x x",
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" x x x",
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"xxx xxx xxxx"
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]
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font_1024 = [
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" xx x x x x",
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"x x x x x x x x",
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" x x x x x x",
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" x x x x xxx",
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" x x x x x",
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" x x x x x",
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" x x xxx x"
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]
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font_2048 = [
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" x x x x x",
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"x x x x x x x x",
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" x x x x x x x",
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" x x x xxx x",
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"x x x x x x",
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"x x x x x x",
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"xxx x x x"
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]
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DIR_UP = const(0x1)
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DIR_DOWN = const(0x2)
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DIR_LEFT = const(0x3)
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DIR_RIGHT = const(0x4)
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DIR_CENTER = const(0x5)
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class Game:
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def __init__(self):
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# # setup harware for nrf51822 / pca10028
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# cs = Pin("A14", mode=Pin.OUT, pull=Pin.PULL_UP)
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# reset = Pin("A13", mode=Pin.OUT, pull=Pin.PULL_UP)
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# dc = Pin("A12", mode=Pin.OUT, pull=Pin.PULL_UP)
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# spi = SPI(0, baudrate=8000000)
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# self.screen = SSD1306(128, 64, spi, cs, dc, reset)
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# self.x_adc = ADC(2)
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# self.y_adc = ADC(3)
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# self.adc_threshold = 205
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# setup harware for nrf52840 / pca10056
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cs = Pin("B3", mode=Pin.OUT, pull=Pin.PULL_UP)
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reset = Pin("B2", mode=Pin.OUT, pull=Pin.PULL_UP)
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dc = Pin("B1", mode=Pin.OUT, pull=Pin.PULL_UP)
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spi = SPI(0, baudrate=8000000)
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self.screen = SSD1306(128, 64, spi, cs, dc, reset)
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self.x_adc = ADC(1)
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self.y_adc = ADC(2)
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self.adc_threshold = 130
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# game setup
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self.grid = [[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]
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self._rand = 1337
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self.not_game_over = True
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self.score = 0
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def move(self, dir):
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if (dir == DIR_UP):
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# float up
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for col in range(0, 4):
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for row1 in range(1, 5):
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for row0 in range(1, row1):
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if self.grid[col][row0 - 1] == 0:
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if self.grid[col][row0]:
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self.grid[col][row0 - 1] = self.grid[col][row0]
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self.grid[col][row0] = 0
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# collapse
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for col in range(0, 4):
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for row0 in range(0, 3):
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if self.grid[col][row0] == self.grid[col][row0 + 1]:
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self.grid[col][row0] += self.grid[col][row0]
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self.score += self.grid[col][row0]
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self.grid[col][row0 + 1] = 0
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# float up
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for col in range(0, 4):
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for row1 in range(1, 5):
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for row0 in range(1, row1):
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if self.grid[col][row0 - 1] == 0:
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if self.grid[col][row0]:
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self.grid[col][row0 - 1] = self.grid[col][row0]
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self.grid[col][row0] = 0
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elif (dir == DIR_DOWN):
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# float down
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for col in range(0, 4):
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for row1 in range(1, 5):
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for row0 in range(row1, 4):
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if self.grid[col][row0] == 0:
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if self.grid[col][row0 - 1]:
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self.grid[col][row0] = self.grid[col][row0 - 1]
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self.grid[col][row0 - 1] = 0
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# collapse
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for col in range(0, 4):
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for row0 in range(1, 4):
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if self.grid[col][row0] == self.grid[col][row0 - 1]:
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self.grid[col][row0] += self.grid[col][row0]
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self.score += self.grid[col][row0]
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self.grid[col][row0 - 1] = 0
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# float down
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for col in range(0, 4):
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for row1 in range(1, 5):
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for row0 in range(row1, 4):
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if self.grid[col][row0] == 0:
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if self.grid[col][row0 - 1]:
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self.grid[col][row0] = self.grid[col][row0 - 1]
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self.grid[col][row0 - 1] = 0
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elif (dir == DIR_LEFT):
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# float left
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for row in range(0, 4):
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for col1 in range(1, 5):
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for col0 in range(1, col1):
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if self.grid[col0 - 1][row] == 0:
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if self.grid[col0][row]:
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self.grid[col0 - 1][row] = self.grid[col0][row]
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self.grid[col0][row] = 0
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# collapse
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for row in range(0, 4):
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for col0 in range(0, 3):
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if self.grid[col0][row] == self.grid[col0 + 1][row]:
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self.grid[col0][row] += self.grid[col0][row]
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self.score += self.grid[col0][row]
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self.grid[col0 + 1][row] = 0
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# float left
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for row in range(0, 4):
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for col1 in range(1, 5):
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for col0 in range(1, col1):
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if self.grid[col0 - 1][row] == 0:
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if self.grid[col0][row]:
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self.grid[col0 - 1][row] = self.grid[col0][row]
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self.grid[col0][row] = 0
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elif (dir == DIR_RIGHT):
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# float right
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for row in range(0, 4):
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for col1 in range(1, 5):
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for col0 in range(col1, 4):
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if self.grid[col0][row] == 0:
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if self.grid[col0 - 1][row]:
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self.grid[col0][row] = self.grid[col0 - 1][row]
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self.grid[col0 - 1][row] = 0
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# collapse
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for row in range(0, 4):
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for col0 in range(1, 4):
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if self.grid[col0][row] == self.grid[col0 - 1][row]:
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self.grid[col0][row] += self.grid[col0][row]
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self.score += self.grid[col0][row]
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self.grid[col0 - 1][row] = 0
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# float right
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for row in range(0, 4):
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for col1 in range(1, 5):
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for col0 in range(col1, 4):
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if self.grid[col0][row] == 0:
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if self.grid[col0 - 1][row]:
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self.grid[col0][row] = self.grid[col0 - 1][row]
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self.grid[col0 - 1][row] = 0
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def set_val(self, x, y, val):
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self.grid[x][y] = val
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def get_val(self, x, y):
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return self.grid[x][y]
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def draw_high_number(self, font, x, y):
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for rel_y, line in enumerate(font):
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for rel_x in range(0, len(line)):
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if (line[rel_x] == 'x'):
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self.screen.pixel(x + rel_x, y + rel_y, 1)
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def draw_tile(self, x, y):
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val = self.get_val(x, y)
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if val != 0:
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x0 = x * 16
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y0 = y * 16
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if (val < 16):
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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draw.text(self.screen, str(val), x0 + 4, y0 + 4, 1)
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elif val == 16:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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draw.text(self.screen, "1", x0 + 1, y0 + 4, 1)
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draw.text(self.screen, "6", x0 + 7, y0 + 4, 1)
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elif val == 32:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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draw.text(self.screen, "3", x0 + 1, y0 + 4, 1)
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draw.text(self.screen, "2", x0 + 7, y0 + 4, 1)
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elif val == 64:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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draw.text(self.screen, "6", x0 + 1, y0 + 4, 1)
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draw.text(self.screen, "4", x0 + 7, y0 + 4, 1)
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elif val == 128:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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self.draw_high_number(font_128, x0 + 1, y0 + 4)
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elif val == 256:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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self.draw_high_number(font_256, x0 + 1, y0 + 4)
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elif val == 512:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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self.draw_high_number(font_512, x0 + 1, y0 + 4)
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elif val == 1024:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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self.draw_high_number(font_1024, x0 + 1, y0 + 4)
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elif val == 2048:
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draw.rectangle(self.screen, x0, y0, x0 + 15, y0 + 15, 1)
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self.draw_high_number(font_2048, x0 + 1, y0 + 4)
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def read_stick_x(self):
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return self.x_adc.value()
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def read_stick_y(self):
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return self.y_adc.value()
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def wait_for_move(self):
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x_val = self.read_stick_x()
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y_val = self.read_stick_y()
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if x_val > self.adc_threshold + 15:
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return DIR_RIGHT
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elif x_val < self.adc_threshold - 15:
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return DIR_LEFT
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if y_val > self.adc_threshold + 15:
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return DIR_UP
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elif y_val < self.adc_threshold - 15:
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return DIR_DOWN
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return DIR_CENTER
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def get_free_tiles(self):
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list = []
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for x in range(0, 4):
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for y in range(0, 4):
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if self.get_val(x, y) == 0:
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list.append((x, y))
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return list
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def draw_all_tiles(self):
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for x in range(0, 4):
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for y in range(0, 4):
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self.draw_tile(x, y)
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def rand(self, mod=0):
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self._rand = ((214013*self._rand+2531011)>>16)&0x7FFF
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if mod:
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return self._rand % mod
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else:
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return self._rand
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def add_random_tile(self):
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free_tiles = self.get_free_tiles()
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if free_tiles:
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x,y = free_tiles[self.rand(len(free_tiles))]
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new_val = 2 << self.rand(2)
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self.set_val(x, y, new_val)
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return True
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else:
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return False
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def draw_score(self):
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draw.text(self.screen, "Score:", 70, 10, 1)
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draw.text(self.screen, str(self.score), 70, 20, 1)
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def clear_grid(self):
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# Because the the double array does not initialize correctly
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# in micropython, we do an explicit clear
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for i in range(0, 4):
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for j in range(0, 4):
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self.grid[i][j] = 0
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def start(self):
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self.screen.fill(0)
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draw.text(self.screen, "Touch the stick", 10, 20, 1)
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draw.text(self.screen, " to start the", 10, 30, 1)
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draw.text(self.screen, " game! =)", 10, 40, 1)
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self.screen.show()
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in_center = False
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x_move = True
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y_move = True
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wait_for_center = False
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self.clear_grid()
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while self.not_game_over:
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move_dir = self.wait_for_move()
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if move_dir != DIR_CENTER and wait_for_center == False:
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self.move(move_dir)
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self.screen.fill(0)
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res = self.add_random_tile()
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if not res:
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self.not_game_over = False
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else:
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self.draw_all_tiles()
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self.draw_score()
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self.screen.show()
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wait_for_center = True
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if move_dir == DIR_CENTER:
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wait_for_center = False
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self.screen.fill(0)
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draw.text(self.screen, "Game Over!", 10, 20, 1)
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draw.text(self.screen, "Score:", 10, 30, 1)
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draw.text(self.screen, str(self.score), 10, 40, 1)
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self.screen.show()
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